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A century ago it was saws and sewing machines, now it's computers, but teaching low-income people to improve their lot through technology is a constant at Erie Neighborhood House on Chicago's Near West Side.
With 60 computers online, and classes running nights and Saturdays, the long-established social service agency is on the front line fighting to close the digital divide that separates poor and minority families from the middle class.
GAMING is a big part of the process. Gaming teaches how to evaluate information," said Jenny Levine, Internet specialist for the American Library Association. "It teaches how to handle large sets of data, filter results, navigate information. You take in a lot of real-time information, process it and strategize. These are the same skills that businesses need."
Many games are commercial entertainment products, said Levine, but some are produced specifically to enhance information skills.
"At Arizona State University, librarians created a game where the campus is under quarantine with a virus, and you have 30 minutes to get the information you need to save your friend's life," said Levine.
While librarians are comfortable learning by reading text, said Levine, they recognize that most young people learn more through experiences than they do by reading. Chicago Trib has the story.
An Annotated Bibliography by Sharon Stoerger It's Not Whether You Win or Lose, but How You Play the Game: The Role of Virtual Worlds in Education: The articles that are summarized in this bibliography examine a wide variety of topics including immersion, creation (versus memorization), and game innovation, as well as Csikszentmihalyi's (e.g., 1993) concept of flow. Many of the authors take a constructivist rather than an instructivist approach to the topic and draw from the work of scholars, such as Piaget and Vygotsky. One theme that is repeated throughout many of these articles is the lack of empirical research and the reliance on anecdotal evidence that suggests conceptual learning. While the focus of the articles included in this collection is primarily on the positive aspects of educational gaming, references to concerns, such as violence, bias against girls, and game addiction are included, as well. In general, this annotated bibliography is an attempt to pull together and examine a corpus of the available literature on the topic of virtual worlds in educational settings. It is by no means an exhaustive list of resources; rather, it includes some of the more commonly cited sources related to the use of this type of technology for the purpose of teaching and learning.
News Out Of India: While the city police is flooded with complaints of cybercrimes and economic offences, cops are finding it hard to cope.
The reason is that the city police have little knowledge about the advancements in technology and the methods being used by the hackers because most of them do not even have access to computers.
To compound the problems books in the library of the city police are outdated as well as inadequate and no step has yet been taken to educate them about white collar crimes, by supplying them with the latest books or setting up a modern digital library with online facilities.
From First Book, via Publishers Weekly here's a listing of authors favorite children's books--the books that got them hooked on reading.
Many of us remember the one book that we wanted to read over and over again; the book that really stirred our imaginations and left us wanting just one more chapter before bedtime, said First Book president, Kyle Zimmer. "The fact that there are millions of children in our own country that will grow up without these kinds of memories because they have no access to books is devastating. We are delighted that so many people shared their stories in order to help us shine the spotlight on this critical issue." The list includes a famous girl detective, a couple from Dr. Suess and the inimitable Harry Potter (must be a youthful author).
Here's a refrain from an earlier article, with a different spokesperson for The National Endowment for the Arts. Exploring the Harry Potter phenomenon, the NEA finds "that Rowling's wizardry hasn't changed youth reading habits much."
"Even in the era of Harry Potter, the research shows that the numbers of youth reading for pleasure still decrease considerably as they grow older," reports Inside Bay Area.
"Regardless of the Harry Potter phenomenon, these declines do exist," said Sunil Iyengar, director of research and analysis for the National Endowment for the Arts in Washington, D.C.
According to Heidi Benson of the San Francisco Chronicle, "Despite what has been dubbed the "Harry Potter Effect" -- which credits J.K. Rowling's blockbuster book series with turning Game Boy addicts into lifelong readers -- reading is in serious decline among teens nationwide, according to a forthcoming federal study."
"What we need is a Harry Potter every week," said Dana Gioia, chairman of the National Endowment for the Arts, who oversaw the study.
The endowment's report on children's reading rates, the first of its kind, compiles results from more than 24 government agencies, including the Department of Education, the Census Bureau and the Organization for Economic Cooperation and Development.
"My recently published book, The Yale Book of Quotations (Yale University Press), is intended to supplant Bartlett's Familiar Quotations and the Oxford Dictionary of Quotations as the most authoritative quotation dictionary. It is the first major quotation book to emphasize modern sources, including popular culture, children's literature, sports, computers, politics, and law.
The Yale Book of Quotations is also the first quotation book of any sort to use state-of-the-art research methods to comprehensively collect famous quotations and to trace quotations to their accurate origins. The Yale Book of Quotations includes hundreds of very famous and popular quotations omitted from other quotation dictionaries, and corrects the standard accounts of how many important quotations originated."
anecdotage (an-ik-DO-tij) noun
1. The telling of anecdotes.
2. Anecdotes collectively.
[From Greek anekdota (things unpublished), from an- (not) + ekdidonai (to publish). Originally applied by the Greek historian Procopius to his unpublished memoirs of the Emperor Justinian and his consort Theodora.]
(ed-beware this one)
3. Old age characterized by excessive telling of anecdotes.
[Humorous blend of anecdote and dotage, from dote (to be foolish).]
"When a man fell into his anecdotage it was a sign for him to retire."
Benjamin Disraeli; Lothair; 1870; quoted in The Yale Book of Quotations.
People in the UK seem to have been reading more over the past quarter of a century, a study suggests. They analysed thousands of time-use diaries compiled for official census agencies in five countries in 1975 and again at the turn of the millennium.
One theory is books are ideal to fill gaps in people's schedules - and with busier lives there are more gaps.
Children (and teachers?)sometimes have a hard time thinking of their school principal as a regular human being, so you can imagine the joy incurred when Candy McCarthy, Principal of Washington Middle School in Salinas, CA spent the day on the school roof as a reward for her students surpassing a spending level at the school book fair. Salinas Californian (home of Steinbeck and the public library reprieved from closure a couple of years ago) has the story and photo of a grinning McCarthy.